To be able to create a resizeable layout in games. you normally use parts to define a button for example. Like a patch-9 image, which can be stretched horizontally and vertically.
Apart from that for the UI it's better to use percentage values instead of absolute pixels (0.f .. 1.f). On Nov 2, 2:02 pm, Mark Murphy <[email protected]> wrote: > On Tue, Nov 2, 2010 at 5:46 AM, MrChaz <[email protected]> wrote: > > I think he's talking about textures looking bad scaled up, there's not > > a lot you can do about that other than use higher quality source > > material > > There is a big difference between having higher quality source > material and saying the game UI has to be reimplemented for each and > every resolution (e.g., 1024x600, 800x480). Having, say, -ldpi, -mdpi, > and -hdpi textures makes perfect sense. Having QVGA and HVGA and WVGA > and WVGA800 and WVGA854 and 720p and 1080p and whatever 1024x600 is > and whatever else comes down the pike is another thing entirely. > > -- > Mark Murphy (a Commons > Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy > > Android 2.2 Programming Books:http://commonsware.com/books -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

